Systems and methods for providing in-game consequences for unique digital articles based on real-world information

ABSTRACT

Systems and methods to provide in-game consequences for unique digital articles, the in-game consequences being based on real-world information, are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record player-configurable sensitivity of player-owned unique digital articles to be exposed to in-game consequences of either receiving distributions of benefits or losing stakes; determine real-world information based on events that have occurred in the real world; evaluate whether to distribute the benefits or seize the stakes, based on the real-world information; and either provide the distributions of benefits or seize the stakes accordingly.

FIELD OF THE DISCLOSURE

The present disclosure relates to systems and methods to provide in-gameconsequences for unique digital articles, the in-game consequences beingbased on real-world information.

BACKGROUND

Online gaming platforms are known. Distributed registries are knowntechniques to produce a secure record or registry of rights pertainingto assets or articles, transactions, and other information. Many typesof digital articles are known. Blockchain oracles are known.

SUMMARY

One aspect of the present disclosure relates to a system configuredprovide in-game consequences for unique digital articles, the in-gameconsequences being based on real-world information. The unique digitalarticles are associated with in-game player-controllable charactersconfigured to be used in instances of games within an online gamingplatform. The system may include the online gaming platform, a registryserver, a real-world information server, and/or other components. Thesystem may include one or more processors configured by machine-readableinstructions. The system may be configured to execute, within the onlinegaming platform, an instance of a game to facilitate presentation of thegame to players, and implement in-game actions in the instance of thegame in response to in-game action instructions for the in-game actionsby the players. Presentation of the game is based on views of the gamethat are determined during execution of the instance of the game. Theplayers may include a first player and a second player. The system maybe configured to manage player accounts associated with the players. Theplayer accounts may include a first player account associated with thefirst player and a second player account associated with the secondplayer. The first player account may include a first account inventoryof a first set of virtual items. The second player account may include asecond account inventory of a second set of virtual items. The firstplayer controls the first set of virtual items in the first accountinventory. The second player controls the second set of virtual items inthe second account inventory. The first account inventory may include afirst unique digital article that is associated with a first in-gameplayer-controllable character configured to be used in the instance ofthe game. The second account inventory may include a second uniquedigital article that is associated with a second in-gameplayer-controllable character configured to be used in the instance ofthe game. The system may be configured to generate and transfer sets ofinstructions to record and/or modify a first set of usage informationpertaining to the first unique digital article and a second set of usageinformation pertaining to the second unique digital article. The systemmay be configured to implement a permanent registry. The system may beconfigured to receive and execute (i) a first set of instructions torecord, on the permanent registry, the first set of usage informationthat controls usage by the first player of the first unique digitalarticle, and (ii) a second set of instructions to record, on thepermanent registry, the second set of usage information. The second setof usage information controls usage by the second player of the secondunique digital article. The first set of usage information controls afirst player-configurable sensitivity of the first unique digitalarticle to be exposed to a first set of one or more in-gameconsequences. The first set of one or more in-game consequences includes(i) receiving a first distribution of a first benefit, and (ii) losing afirst stake. The second set of usage information controls a secondplayer-configurable sensitivity of the second unique digital article tobe exposed to a second set of one or more in-game consequences. Thesecond set of one or more in-game consequences includes (i) receiving asecond distribution of a second benefit, and (ii) losing a second stake.The system may be configured to record, on the permanent registry,executable code configured to (i) receive real-world information from areal-world information server, and (ii) perform one or more evaluationsof the in-game consequences based on the received real-worldinformation. The system may be configured to determine the real-worldinformation based on events that have occurred in the real world,external to the real-world information server and the system. The systemmay be configured to transfer the real-world information to at least oneof the registry server and the permanent registry. The system may beconfigured to effectuate execution of the executable code to perform theone or more evaluations. The system may be configured, based on thefirst set of in-game consequences as evaluated, to either provide thefirst distribution of the first benefit to the first unique digitalarticle or seize the first stake. The system may be configured, based onthe second set of in-game consequences as evaluated, to either providethe second distribution of the second benefit to the second uniquedigital article or seize the second stake.

Another aspect of the present disclosure related to a method ofproviding in-game consequences for unique digital articles, the in-gameconsequences being based on real-world information, wherein the uniquedigital articles are associated with in-game player-controllablecharacters usable in instances of games within an online gamingplatform. The method may include executing, within the online gamingplatform, an instance of a game to facilitate presentation of the gameto players, and implementing in-game actions in the instance of the gamein response to in-game action instructions for the in-game actions bythe players. Presentation of the game is based on views of the game thatare determined during execution of the instance of the game. The playersmay include a first player and a second player. The method may includemanaging player accounts associated with the players. The playeraccounts may include a first player account associated with the firstplayer and a second player account associated with the second player.The first player account may include a first account inventory of afirst set of virtual items. The second player account may include asecond account inventory of a second set of virtual items. The firstplayer controls the first set of virtual items in the first accountinventory. The second player controls the second set of virtual items inthe second account inventory. The first account inventory may include afirst unique digital article that is associated with a first in-gameplayer-controllable character configured to be used in the instance ofthe game. The second account inventory may include a second uniquedigital article that is associated with a second in-gameplayer-controllable character configured to be used in the instance ofthe game. The method may include generating and transferring sets ofinstructions to record and/or modify a first set of usage informationpertaining to the first unique digital article and a second set of usageinformation pertaining to the second unique digital article. The methodmay include receiving and executing (i) a first set of instructions torecord, on a permanent registry implemented by a registry server, thefirst set of usage information. The first set of usage informationcontrols usage by the first player of the first unique digital article,and (ii) a second set of instructions to record, on the permanentregistry, the second set of usage information. The second set of usageinformation controls usage by the second player of the second uniquedigital article. The first set of usage information controls a firstplayer-configurable sensitivity of the first unique digital article tobe exposed to a first set of one or more in-game consequences. The firstset of one or more in-game consequences includes (i) receiving a firstdistribution of a first benefit, and (ii) losing a first stake. Thesecond set of usage information controls a second player-configurablesensitivity of the second unique digital article to be exposed to asecond set of one or more in-game consequences. The second set of one ormore in-game consequences includes (i) receiving a second distributionof a second benefit, and (ii) losing a second stake. The method mayinclude recording, on the permanent registry, executable code configuredto (i) receive real-world information from a real-world informationserver, and (ii) perform one or more evaluations of the in-gameconsequences based on the received real-world information. The methodmay include determining the real-world information based on events thathave occurred in the real world, external to the real-world informationserver and the system. The method may include transferring thereal-world information to at least one of the registry server and thepermanent registry. The method may include effectuating execution of theexecutable code to perform the one or more evaluations. The method may,based on the first set of in-game consequences as evaluated, eitherprovide the first distribution of the first benefit to the first uniquedigital article or seize the first stake. The method may, based on thesecond set of in-game consequences as evaluated, to either provide thesecond distribution of the second benefit to the second unique digitalarticle or seize the second stake.

As used herein, any association (or relation, or reflection, orindication, or correspondency, or correlation) involving servers,processors, client computing platforms, players, player accounts,inventories, articles, digital articles, requests, manners of usage,exchanges, challenges, offers, transactions, in-game actions,accessibility, sensitivities, eligibilities, benefits, ownership,permanent registries, responses, denials, contracts, metrics, metricvalues, scores, gains, trigger events, incentives, proposals, sets ofinstructions, operations, determinations, distributions, transfers,presentations, interfaces, notifications, and/or another entity orobject that interacts with any part of the system and/or plays a part inthe operation of the system, may be a one-to-one association, aone-to-many association, a many-to-one association, and/or amany-to-many association or “N”-to-“M” association (note that “N” and“M” may be different numbers greater than 1).

As used herein, the term “obtain” (and derivatives thereof) may includeactive and/or passive retrieval, determination, derivation, transfer,upload, download, submission, and/or exchange of information, and/or anycombination thereof. As used herein, the term “effectuate” (andderivatives thereof) may include active and/or passive causation of anyeffect, both local and remote. As used herein, the term “determine” (andderivatives thereof) may include measure, calculate, compute, estimate,approximate, generate, and/or otherwise derive, and/or any combinationthereof.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of ‘a’, ‘an’,and ‘the’ include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system configured to provide in-game consequencesfor unique digital articles, the in-game consequences being based onreal-world information, in accordance with one or more implementations.

FIG. 2 illustrates a method of providing in-game consequences for uniquedigital articles, the in-game consequences being based on real-worldinformation, in accordance with one or more implementations.

FIGS. 3A-3B-3C illustrate example implementations of player interfaces,as may be used by a system configured to provide in-game consequencesfor unique digital articles, the in-game consequences being based onreal-world information, in accordance with one or more implementations.

FIG. 4 illustrates an exemplary view of interactive gameplay in aninstance of a game, as may be used by a system configured to providein-game consequences for unique digital articles, the in-gameconsequences being based on real-world information, in accordance withone or more implementations.

FIGS. 5A-5B illustrate exemplary permanent registries, as may be used bya system configured to provide in-game consequences for unique digitalarticles, the in-game consequences being based on real-worldinformation, in accordance with one or more implementations.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 100 configured to provide consequences forunique digital articles, the in-game consequences being based onreal-world information, in accordance with one or more implementations.As used herein, the terms “real world” and “real-world information”refer to the physical world external to system 100 (and external toonline gaming platform(s) 105, administration server(s) 115, registryserver(s) 111, and real-world information server(s) 119), as well asinformation obtained therefrom and/or otherwise based thereon. By way ofnon-limiting example, real-world information may refer to quantifiableand/or deterministic data about events and/or activity that have/hasoccurred in the real world. By way of non-limiting example, results fromcompetitions including sports are real-world information. Weather data,traffic information, stock prices, election results, results ofreal-world measurements, box office returns, financial market data, andthousands of other types of data may be real-world information. In someimplementations, the consequences may include in-game consequences (forplayers) and/or external consequences that are external to online gamingplatform 105. By way of non-limiting example, consequences may includepositive consequences, negative consequences, and/or neutralconsequences. By way of non-limiting example, a positive consequence mayinclude distributions (and/or other provisions) of benefits, e.g., to aplayer or to a unique digital article. By way of non-limiting example, anegative consequence may include losing something of value or use, e.g.,something of value or use within online gaming platform 105. Positiveconsequences may be referred to as benefits. Negative consequences maybe referred to as stake or risk.

As used herein, the term “benefit” may represent anything of value oruse in system 100, or online gaming platform 105, or registry servers111, or anything that can be exchanged or otherwise traded for somethingof such value or use, whether tangible or not, whether physical and/orvirtual. As a preliminary and non-limiting example, by virtue of thesystems and methods described in this disclosure, an individual playerwho owns a particular unique digital article (that is linked orotherwise has a sensitivity to specific real-world information such as,say, results of one or more Oakland Athletics baseball games, and/or hasa sensitivity to one or more particular consequences based on thespecific real-world information) may either receive a particular benefit(e.g., an in-game benefit such as an in-game currency within onlinegaming platform 105) or lose a particular stake (e.g., a particularamount of an in-game currency within online gaming platform 105),responsive to the Oakland A's winning or losing, respectively. Thereal-world event of this baseball game may be used as a basis forevaluating the particular consequences, provided that the individualowner of the particular unique digital article has opted to be exposedto these particular consequences, including at least one positiveconsequence and at least one negative consequence. In this example, theindividual owner has put up the particular amount of the in-gamecurrency as stake. In other words, the risk to the individual owner (inthe context of this particular evaluation of these particularconsequences) is the particular amount of the in-game currency. Inimplementations where owners can opt-in and/or opt-out of being exposedto these types of consequences, the sensitivity may be referred to asplayer-configurable sensitivity.

As used herein, the term “unique digital article” may refer to digitalarticles that are uniquely identified and/or uniquely identifiable,e.g., by an identifier or by identifying information. For example, insome implementations, an identifier or identifying information mayinclude or be based on a combination of different types of information,including but not limited to information regarding the type of a digitalarticle, a serial number and/or other numerical identifier of thedigital article, and/or other types of information. As used herein,rights pertaining to unique digital articles may be tracked, recorded,and/or otherwise registered on one or more permanent registries. Assuch, a unique digital article may be a registry-tracked unique digitalarticle. In some cases, this accessibility may include ownership.

Individual unique digital articles may be associated and/or correlatedwith another entity (which may be referred to as a “correlated entity”)by virtue of technology provided and/or supported by the one or morepermanent registries on which the rights pertaining to the individualunique digital articles is tracked (including but not limited to smartcontracts and/or other executable code on the one or more permanentregistries). Accordingly, rights pertaining to a unique digital articlemay correlate to the provision of one or more rights (e.g.,accessibility) with respect to the correlated entity (e.g., controland/or other accessibility). Transactions involving a unique digitalarticle recorded on a permanent registry may correlate to certaintransactions (or modifications) of the correlated entity, and/or viceversa.

In some implementations, correlated entities may be (or include) virtualitems configured to be used within online-gaming platform 105 (such as,for example, a player-controllable in-game virtual character that isusable within an instance of a game within online gaming platform 105).Other types and/or combinations of correlated entities are envisionedwithin the scope of this disclosure, including but not limited tophysical and/or virtual objects, items, rights, memberships, grants,etc. The use of the singular “entity” or “correlated entity” is notintended to be limiting, as multiple different objects, items, rights,memberships, grants, etc. may be correlated to a single unique digitalarticle. By way of non-limiting example, a correlated entity may be anart work, a ticket to an event, a subscription to certain media content,a bundle of rights related to captured audio and/or video information,ownership of or accessibility to distribution gains, and so forth. Asused herein, the term “non-fungible token” or “NFT” may be used to referto a combination of a particular unique digital article and a particularcorrelated entity that is correlated to the particular unique digitalarticle.

System 100 may include one or more online gaming platforms 105, registryserver(s) 111, administration server(s) 115, real-world informationserver(s) 119, client computing platform(s) 104, user interface(s) 125,server(s) 102, external resource(s) 138, and/or other components.Players 123 (also referred to as users) may include one or more of afirst player, a second player, a third player, a fourth player, anadministrative user, and/or other players. Players 123 may includeplayers who play and/or otherwise interact on online gaming platform105. As used in descriptions herein, any use of the term “player” mayrefer to player(s) 123. Electronic storage 130 a, electronic storage 130b, and electronic storage 130 c may be similar to electronic storage 130as described elsewhere in this disclosure, though included inadministration servers 115, registry servers 111, and real-worldinformation servers 119, respectively, as depicted in FIG. 1 .

Instances of games may be executed within one or more online gamingplatforms 105. As used herein, online gaming platform(s) 105 may referto either an individual game (e.g., an interactive online game), a typeof gaming console and its ecosystem, and/or both. Online gaming platform105 may be configured to host (and/or execute instances of) the one ormore (online) games. Online gaming platform 105 may be operated, hosted,and/or owned by one or more stakeholders of online gaming platform 105.For example, a platform operator (and/or another stakeholder) may sellin-game digital items (e.g., characters, weapons, resources, etc.) toplayers 123 of online gaming platform 105.

Referring to the game and to online gaming platform 105, in someimplementations, individual players may own and/or control individualunique digital articles, correlated entities, and/or other virtualitems, and exchange these with (or to) other individual players. As usedherein, exchanges refer to individual players winning, losing,auctioning, selling, purchasing, trading, bartering, wagering, staking,and/or otherwise exchanging virtual items (directly, without a store orstore interface under control of online gaming platform 105) to otherindividual players or with other individual players (includingexchanging virtual items through player-to-player challenges). Due to anexchange, ownership rights of a digital article may transition from anoriginal owner to a new owner (even if there may, in someimplementations, be one or more intermediary and/or temporary ownersduring the process of performing the exchange). In some implementations,unique digital articles may be associated and/or correlated with otherrights than ownership rights, such as, by way of non-limiting example,distribution rights.

In some implementations, distribution rights of (unique) digitalarticles may reflect rights held by the individual ones of the players123 to receive certain distributions of benefits upon exchangesinvolving the particular digital articles. For example, individualplayers 123 may own rights related to particular digital articles thatguarantee them benefits upon (future) exchanges involving those digitalarticles regardless of whether the individual players 123 own thosedigital articles. In some implementations, the distribution gains mayresult from a particular action or activity (such as, e.g., a sale of aparticular digital article), e.g., within the online gaming platform105, of a particular digital article. As used herein, a distributiongain resulting from a particular action or activity may include one ormore of a portion of the proceeds of the particular action or activity,a fee related to the particular action or activity, a minimum paymenttriggered by the occurrence of the particular action or activity (or aset of particular actions or activities), and/or another arrangement forpayment and/or compensation, including but not limited to combinationsof fixed fees, minimum fees, percentages of sales, percentages ofprofits, and/or other arrangements. The term “portion” does not imply orrequire a percentage or ratio, but rather is intended to signify thatbeneficiaries (i.e., the players that hold the distribution rights) mayreceive something of value and/or use. The distribution gains mayinclude one or more virtual currencies such as virtual tokens, virtualstars, virtual points, virtual real-world currencies (e.g., US Dollars),and/or other gains that are based on the particular digital articles.

In some implementations, (unique) digital articles, correlated entities,and/or other virtual items may include and/or be virtual items that arenot fungible and may be usable within online gaming platform 105. Insome implementations, these may represent (three-dimensional) in-gameplayer-controllable characters that can interact with other (in-game)virtual items within online gaming platform 105. In someimplementations, virtual items may include one or more of weapons, toys,characters, abilities, skills, tools, pets, clothing, vehicles, gamelevels, missions, assignments, chapters, tasks, mini-games, restrictedareas within a virtual space, restricted modes of gameplay, accessrights within an online game, and/or other virtual items. In someimplementations, virtual items may refer to any item or object withinonline gaming platform 105 for which a player may use, own, sell, trade,destroy, and/or otherwise effectuate a change of ownership or control.

As used herein, a digital article is fungible if it is functionallyand/or physically indistinguishable from another digital article. Forexample, a payment token such as a Bitcoin is fungible. A digitalarticle may be non-fungible if it is unique, or one-of-a-kind. Forexample, a specific individual Crypt® Kitty™ may be non-fungible. Adigital article may be semi-fungible if there is a set of a limitednumber of similar but distinguishable digital articles. For example, alimited-edition Blank® or another in-game character may besemi-fungible. For example, one of a limited number of 2-dimensional or3-dimensional in-game virtual items may be semi-fungible. For example, adigital ticket to a show, concert, exhibition, and/or other event may besemi-fungible. For example, a piece of art or jewelry (e.g., as avirtual item or as representing a physical item) may be semi-fungible.As used herein, semi-fungible digital articles are considered as unique,“not fungible”, or non-fungible digital articles. In someimplementations, digital articles may be usable within one or moregames.

Registry server(s) 111 (e.g., registry server 111 a, registry server 111b, and so forth) may be used to implement one or more permanentregistries, including but not limited to blockchain 117 a, blockchain117 b (partially visible in FIG. 1 ), and so forth. In someimplementations, one or more permanent registries may be decentralizedand/or immutable registries. In some implementations, blockchain 117 aand blockchain 117 b may be maintained by distributed computingplatforms (not shown in FIG. 1 ). In some implementations, a distributedcomputing platform may be implemented by a set of client computingplatforms and/or servers (including, for example, one or more registryservers 111). The distributed computing platform may support a virtualmachine (not shown in FIG. 1 ). The distributed computing platformand/or the virtual machine may form a runtime environment for smartcontracts and/or other executable code. A distributed computing platformmay include electronic storage configured to store part or all ofblockchain 117 a. For example, the smart contracts may be stored onblockchain 117 a, blockchain 117 b, and/or another permanent registry.In some implementations, the distributed computing platform may be theEOSIO platform. In some implementations, the distributed computingplatform may be similar to or based on the EOSIO platform. In someimplementations, the distributed computing platform may be Ethereum. Insome implementations, the distributed computing platform may be similarto or based on Ethereum. In some implementations, the virtual machinemay be a distributed and/or decentralized virtual machine.

In some implementations, at least one of the permanent registriesimplemented by registry servers 111 is a private permissioned permanentregistry (e.g., a private permissioned blockchain). The privatepermissioned permanent registry may be configured to record information.The recorded information may include information pertaining to uniquedigital articles that are associated and/or correlated with in-gameplayer-controllable characters that are configured to be used in aninstance of a game. The recorded information may include rightspertaining to the unique digital articles. Implementing the in-gameactions in the instance of the game may include, for at least some ofthe in-game actions implemented in the instance of the game,effectuating modifications to the recorded information pertaining to theunique digital article. For example, ownership rights and/or otheraccessibility may be modified. In some implementations, a unique digitalarticle may be removed from one permanent registry and added or recordedon another permanent registry. In some implementations, at least one ofthe permanent registries implemented by registry servers 111 is a publicpermanent registry (e.g., a public blockchain). The public permanentregistry may be configured to be part of either EOSIO mainnet, Ethereummainnet, Ethereum 1.5, Ethereum 2.0, a derivative of Ethereum 2.0 thatis configured to perform transactions of Ether (ETH) between accounts,or a derivative of EOSIO that is configured to perform transactions ofEOS between different accounts.

Elements of blockchain 117 a or another permanent registry may begrouped together in units that are referred to as blocks. For example,an individual block may include one or more digital articles (or digitalassets) and one or more transactions. For example, an individual blockmay be linked to one or more other individual blocks. Individual blocksmay be linked or chained together to form a structure of blocks and/or ahierarchy of blocks, such as, e.g., a chain of blocks. An individualblock may include one or more digital articles, one or moretransactions, smart contracts, and/or other information.

In some implementations, one or more permanent registries implemented byregistry servers 111 may be publicly accessible. In someimplementations, one or more permanent registries implemented byregistry servers 111 may be private and/or permissioned. In someimplementations, one or more permanent registries implemented byregistry servers 111 may be append-only (such that existing blocks areimmutable once they have been added to the registry). In someimplementations, existing blocks of one or more permanent registriesimplemented by registry servers 111 can substantially not be altered ordeleted, unless multiple copies are altered. This is unlikely to happenprovided that the multiple copies are stored on different computingplatforms, e.g., in different geographical locations. Permanentregistries may be replicated on multiple computing platforms, preferablyin multiple different geographical locations. Additionally, individualblocks may be linked together in a manner that prevents tampering, suchas, e.g., using a hash chain and/or digital signatures. In particular,hash values may be generated using fixed-output-length one-way hashingfunctions that take variable-length input, and may be effectivelyimpossible (or, at least, computationally infeasible) to reverse. Assuch, a hashing function may provide one-way encryption. By way ofnon-limiting example, the hashing function may be SHA-256, BLAKE2,SHAKE256, and/or another hashing function. Contents of individualblocks, transactions, and/or articles may be digitally signed in amanner that proves integrity and/or prevents tampering, e.g., byproviding authentication, as well as non-repudiation.

As depicted in FIG. 1 , registry server 111 a may include one or more ofelectronic storage 130 b, processor(s) 132 b, machine-readableinstructions 106 b, (node of) blockchain 117 a, and/or other components.Machine-readable instructions 106 b may include one or more instructioncomponents. The instruction components may include computer programcomponents. The instruction components may include one or more of atransaction component 134, a receipt component 136, and/or otherinstruction components. In some implementations, an individual registryserver may be dedicated to a particular node of a permanent registry.Typically, different nodes are included in (or implemented by, or hostedby) different servers or different computer systems to increase thesafety and security of transactions on a blockchain. The consensusprotocol used for a particular blockchain will be harder to falsify orcircumvent when the different nodes are in different geographicallocations, on different types of computing platforms, and/or otherwisedistributed and diverse. As depicted in FIG. 1 , blockchain 117 a mayinclude a unique digital article 15 (by way of non-limiting example,unique digital article 15 may be correlated with a player-controllablein-game character, as depicted, and rights pertaining to unique digitalarticle 15 may have been recorded on blockchain 117 a, as depicted).Registry server 111 b may include similar components as registry server111 a, including but not limited to blockchain 117 b and/or othercomponents.

Real-world information server(s) 119 may include one or more ofelectronic storage 130 c, processor(s) 132 c, machine-readableinstructions 106 c, and/or other components. Machine-readableinstructions 106 c may include one or more instruction components. Theinstruction components may include computer program components. Theinstruction components may include one or more of a transformationcomponent 139, a transfer component 141, and/or other instructioncomponents. In some implementations, an individual real-worldinformation server 119 may be dedicated to a particular type ofreal-world information (e.g., a particular type of sport, or league, orteam, or competition, or tournament, etc.). Real-world informationservers 119 may be configured to determine information based on eventsthat have occurred in the real world. This information may be referredto as real-world information. This information may be converted,packaged, and/or otherwise formatted so it can be transferred and usedby other components of system 100, particularly by smart contractsrecorded on permanent registries. In some cases, a real-worldinformation server 119 may be referred to as an oracle or oracle server.A particular real-world information server 119 may operate as animmediate-read oracle, a publish-subscribe oracle, a request-responseoracle, and/or as a different type of (blockchain) oracle.

Server(s) 102 may be configured to communicate with one or more clientcomputing platforms 104 according to a client/server architecture and/orother architectures. Client computing platform(s) 104 may be configuredto communicate with other client computing platforms via server(s) 102and/or according to a peer-to-peer architecture and/or otherarchitectures. Players may access system 100 via client computingplatform(s) 104. In some implementations, system 100 and/or registryserver(s) 111 may be configured to communicate with one or more ofonline gaming platform(s) 105, players 123, and/or other entities and/orcomponents, e.g., through one or more networks 13.

Server(s) 102 may include electronic storage 130, processor(s) 132,machine-readable instructions 106, and/or other components. Server(s)102 may be configured by machine-readable instructions 106.Machine-readable instructions 106 may include one or more instructioncomponents. Instruction components (for any set of machine-readableinstructions) may include computer program components. The instructioncomponents may include one or more of a game component 108, aninteraction component 110, an account component 112, a recordingcomponent 114, an eligibility component 116, a performance component118, a registry-analysis component 120, a notification component 122, adistribution component 124, an adjustment component 126, a registrycomponent 128, a reward component 131, a presentation component 133,transaction component 134, receipt component 136, an input component135, a communication component 137, transformation component 139,transfer component 141, and/or other instruction components.Processor(s) 132 a, processor(s) 132 b, and processor(s) 132 c may besimilar to processor(s) 132 as described elsewhere in this disclosure,though included in administration servers 115, registry servers 111, andreal-world information servers 119, respectively, as depicted in FIG. 1. Machine-readable instructions 106 a, machine-readable instructions 106b, and machine-readable instructions 106 c may be similar tomachine-readable instructions 106 as described elsewhere in thisdisclosure, though included in administration servers 115, registryservers 111, and real-world information servers 119, respectively, asdepicted in FIG. 1 .

Game component 108 is configured to execute, via online gaming platform105, one or more instances of one or more games. An instance of a gamemay facilitate presentation of the game to players 123. For example, theinstance of the game may be an online game executed with online gamingplatform 105. Game component 108 may be configured to implement in-gameactions in the instance of the game, e.g., in response to (action)requests for the in-game actions by the players. In someimplementations, game component 108 may be arranged, organized, and/orotherwise included in online gaming platform 105. As used herein, theterm “game” may refer to one or more games within online gaming platform105. In some implementations, the game may be provided via a virtualspace, and may include a plurality of resource types and/or maps.

The presentation of the game may be based on the views of the game thatare determined during execution of the game, e.g., as based oninstructions and/or other input from players. In some implementations,the view may be communicated (e.g., by streaming, via object/positiondata, and/or other information) from online gaming platform 105,registry server(s) 111, and/or other sources to client computingplatforms 104 for presentation to players 123. The view determined andtransmitted to a given client computing platform 104 may correspond to alocation in the virtual space (e.g., the location from which the view istaken, the location the view depicts, and/or other locations), a zoomratio, a dimensionality of objects, a point-of-view, and/or viewparameters. In some implementations, one or more view parameters may beselectable by player 123.

The instance of the game may include a simulated space that isaccessible by players 123 by clients (e.g., client computing platforms104) that present the views of the virtual space to a player. Thesimulated space may have a topography, express ongoing real-timeinteraction by one or more players 123, and/or include one or moreobjects positioned within the topography that are capable of locomotionand/or movement within the topography. In some implementations, thetopography may be a 2-dimensional topography. In some implementations,the topography may be a 3-dimensional topography. The topography mayinclude dimensions of the simulated space, and/or surface features of asurface or objects that are native to the simulated space. In someimplementations, the topography may include a surface (e.g., a groundsurface) that runs through at least a substantial section of thesimulated space. In some implementations, the topography may describe avolume with one or more bodies positioned therein. The instance executedby the computer components may be synchronous, asynchronous, and/orsemi-synchronous.

Within the instance of the game, players 123 may control characters,objects, simulated physical phenomena, and/or other elements within thevirtual space to interact with the virtual space and/or each other. Thecharacters may include avatars. As used herein, the term “character” or“player character” may refer to an object or group of objects present inthe virtual space, that correspond(s) to an individual player. Aparticular player character may be controlled by the particular playerwith which it is associated. Such player characters may be referred toas player-controlled characters. Player-controlled element(s) may movethrough and interact with the virtual space (e.g., non-player charactersin the virtual space, other objects in the virtual space, etc.). In someimplementations, player-controlled characters may be capable oflocomotion within the topography of the simulated space that is includedin the instance of the game. For example, different player-controllablecharacters may interact in the topography of the simulated space. Insome implementations, the topography may include one or more restrictedareas that are only accessible under certain conditions. In someimplementations, player-controlled elements controlled by and/orassociated with a given player may be created and/or customized by thegiven player. Individual players 123 and/or player accounts may own orcontrol an inventory of virtual goods and currency (e.g., resources of aplurality of resource types) that the individual player can use (e.g.,by manipulation of a player character and/or other player-controlledelements) and/or other items, to perform in-game actions within thevirtual space. By way of non-limiting illustration, players 123 mayinclude the first player and the second player that interact with onlinegaming platform 105. The first player and the second player may controldigital articles in or through a game hosted by online gaming platform105. In some implementations, account inventories may be managed (atleast in part) using blockchain 117 a. For example, ownership rights(and/or other types of rights) of individual virtual items included inan individual account inventory may be recorded on blockchain 117 a. Insome implementations, at least some individual virtual items (alsoreferred to as correlated entities) may correlate to individual uniquedigital articles (that may be tracked by registry servers 111). In someimplementations, individual account inventories may correspond toindividual smart contracts stored on blockchain 117 a.

Interaction component 110 may be configured to enable, facilitate,and/or implement in-game actions by players 123 in instances of games.In some implementations, interaction component 110 may be configured tooperate in response to instructions and/or (action) requests by players123. Interaction component 110 may be configured to receive requestsfrom players 123, e.g., in-game action instructions to perform in-gameactions in the instance of the game. By way of non-limiting example,in-game actions may include one or more of performing a move, a dance, amovement, and/or another action within the game, accessing a level orarea within the game, using a particular item, weapon, or anotherresource within the game, participating in a particular game mode (e.g.,a Battle Royale mode), join a particular mission or team, engage in aparticular type of exchange and/or challenge between players, and/orother in-game actions. For example, one or more players may interactwithin online gaming platform 105 to build, create, gather, find,combine, and/or otherwise generate content (i.e., player-generatedcontent). In some implementations, a player request may request accessto a particular type or section of a store and/or marketplace withinonline gaming platform 105.

In some implementations, operations may be accomplished by interactioncomponent 110 through user interfaces 125. In particular, operationspertaining to a particular player may be accomplished or controlled orinitiated through a particular user interface 125 of a particular clientcomputing platform 104, where the particular client computing platform104 is associated with the particular player. In other words, theparticular player may interact with an instance of a game throughinteraction component 110 and/or the particular user interface 125. Insome implementations, operations by interaction component 110 may belimited, restricted, and/or otherwise controlled by other components ofsystem 100. In some implementations, interaction component 110 mayrequire acceptance from particular players (e.g., to perform certainoperations). For example, an acceptance may be required to accept aparticular offer to partake in an activity or agreement. In someimplementations, interaction component 110 may be configured to receiveindications of acceptances and/or other agreements from players.

In some implementations, interaction component 110 may be configured tofacilitate interaction of players 123 with system 100. In someimplementations, interaction component 110 may be configured tofacilitate interaction by players 123 through user interfaces 125. Forexample, a particular player may be associated with a particular clientcomputing platform 104, which may include a particular user interface125. In other words, an individual player interface 125 may beplayer-specific and/or specific to a particular client computingplatform 104. In some implementations, interaction component 110 mayfacilitate entry and/or selection through (presentation of) one or moreuser interfaces 125 (such as, by way of non-limiting example, any of theinterfaces described in this disclosure).

Account component 112 is configured to manage player accounts. Playeraccounts may be associated with players 123. Player accounts may includeand/or be associated with account inventories of virtual items. Forexample, the player accounts may include a first player accountassociated with a first player, a second player account associated witha second player, and so forth. For example, the first player account mayinclude a first account inventory of one or more virtual items, thesecond player account may include a second account inventory of one ormore virtual items and so forth. Individual players may control one ormore virtual items in their individual account inventories. In someimplementations, the first account inventory includes one or more uniquedigital articles (e.g., a first unique digital article, other uniquedigital articles, etc.). In some implementations, the second accountinventory includes one or more unique digital articles (e.g., a secondunique digital article, other unique digital articles, etc.). The firstunique digital article may be correlated with a first in-gameplayer-controllable character configured to be used (e.g., played with)in the instance of the game. The second unique digital article may becorrelated with a second in-game player-controllable characterconfigured to be used (e.g., played with) in the instance of the game,and so forth.

Recording component 114 is configured to record information, assets,and/or (unique) digital articles on permanent registries. In someimplementations, the information may include executable code, such as,e.g., smart contracts. In some implementations, recording component 114may record and/or modify rights pertaining to articles. In someimplementations, recording component 114 may be configured to receive(recordation) requests to perform a recordation (e.g., of a uniquedigital article or a smart contract on a permanent registry). Forexample, recording component 114 may receive, from a first player, arecordation request to record and/or modify rights pertaining to a firstunique digital article on a first permanent registry (such as, e.g.,blockchain 117 a). In some implementations, recording component 114 mayreceive such requests from online gaming platform 105 and/or othercomponents of system 100. For example, a particular request to record(rights pertaining to) a particular unique digital article maycorrespond to the issuance and/or creation of that particular uniquedigital article. When a unique digital article or other digital articleis issued and/or created, recording component 114 may record itsownership on a particular permanent registry. In some implementations, aparticular request to modify rights pertaining to a particular uniquedigital article may correspond to an exchange of that particular uniquedigital article (e.g., between two players).

In some implementations, recording component 114 may be configured torecord executable code on a particular permanent registry, such as,e.g., blockchain 117 a. In some implementations, particular executablecode may be a particular smart contract. The particular smart contractmay interact with one or more real-world information servers 119. Theparticular smart contract may be configured to receive real-worldinformation from one or more real-world information servers 119. Theparticular smart contract may be configured to perform one or moreevaluations based on the received real-world information. In someimplementations, the one or more evaluations may evaluate one or moreconsequences (e.g., in-game consequences). For example, a firstevaluation may evaluate whether to provide a first distribution (such asdistributing a first benefit to a first unique digital article) or toseize a first stake. For example, a second evaluation may evaluatewhether to provide a second distribution (such as distributing a secondbenefit to a second unique digital article) or to seize a second stake,and so forth. In some implementations, one or more evaluations mayfurther be based on eligibility information and/or sensitivityinformation (e.g., player-configurable sensitivity information). Forexample, sensitivity information may be specific to an individual uniquedigital article. For example, sensitivity information of an individualunique digital article may control whether the individual unique digitalarticle is exposed to one or more (in-game consequences). For example, afirst sensitivity may be specific to a first unique digital article, asecond sensitivity may be specific to a second unique digital article,and so forth. In some implementations, sensitivity information for aparticular unique digital article may be recorded on a permanentregistry, e.g., as part of a set of usage information that controlsusage by the owner of the particular unique digital article. In someimplementations, sensitivity may be controllable and/or otherwiseconfigurable by the owner (e.g., the owner of a particular uniquedigital article may turn sensitivity on or off per unique digitalarticle, in other words activate or deactivate the sensitivity). Uponsuch deactivation, the particular unique digital article may no longerbe exposed to certain (in-game) consequences, whether positive ornegative. Conversely, upon activation, the particular unique digitalarticle may be exposed to certain (in-game) consequences, whetherpositive or negative. Alternatively, and/or simultaneously, sensitivitymay be controllable and/or otherwise configurable by or through onlinegaming platform 105 (e.g., an operator or other stakeholder of onlinegaming platform 105 may turn sensitivity on or off for one or moreunique digital articles, in other words activate or deactivate thesensitivity).

Eligibility component 116 may be configured to determine and/or controleligibility, sensitivity, and/or availability of actions to players orto unique digital articles. In some implementations, actions may includein-game actions. In some implementations, actions may includedistributions of benefits, e.g., to unique digital articles. Forexample, the specific availability of a specific in-game actioninstruction (i.e., an in-game action instruction as requested) mayrequire rights pertaining to a particular unique digital article.Eligibility component 116 may be configured to determine and/or controleligibility, sensitivity, and/or availability of players or uniquedigital articles being exposed to consequences. For example, in someimplementations, sensitivity to a specific (potential) distribution (ora series thereof) or a (potential) specific benefit (or a seriesthereof) may be configurable by the owner of a particular unique digitalarticle (e.g., through configuring and/or modifying the set of usageinformation that controls usage of the particular unique digitalarticle). Alternatively, and/or simultaneously, in some implementations,sensitivity to a specific (potential) distribution (or a series thereof)or a (potential) specific benefit (or a series thereof) may beconfigurable by or through online gaming platform 105 (e.g., an operatoror administrative user or other stakeholder of online gaming platform105 may turn sensitivity on or off for one or more unique digitalarticles). Alternatively, and/or simultaneously, in someimplementations, sensitivity to a specific (potential) distribution (ora series thereof) or a (potential) specific benefit (or a seriesthereof) may be based on events in the real world (e.g., throughreal-world information from one or more real-world information servers119). Determinations by eligibility component 116 may be used to controloperations by other components of system 100, including but not limitedto interaction component 110.

In some implementations, the particular sensitivity of a particularunique digital article may operate as a subscription to a specific typeof real-world information or a specific category of events. For example,a particular player may subscribe a unique digital article to one ormore games (or all regular season games, or all play-off games, or thechampionship game, etc. etc.) of his favorite team (say, OaklandAthletics). If the team wins (or, every time the team wins), theparticular unique digital article receives a benefit, as describedelsewhere in this disclosure. If the team loses (or, every time the teamloses), the particular player loses the stake. Players are able to turnsubscriptions on and off. In some implementations, players may modifysubscriptions (e.g., select a different team). In some implementations,the specifics of a subscription may be modifiable and/or otherwiseconfigurable by administrative users, or changes in a subscription mayoccur as part of a game within online gaming platform 105.

In some implementations, eligibility component 116 may be configured todetermine whether particular players are eligible to receive one or moreparticipation rewards or attendance awards for either a particularunique digital article participating in an online event or attending anonline event (e.g., during a particular time-limited duration, orbetween a begin time and an end time of the online event).Alternatively, and/or simultaneously, eligibility component 116 may beconfigured to determine whether particular players are eligible toreceive one or more participation rewards or attendance awards forparticipating in a real-world event or attending a real-world event(e.g., during a particular time-limited duration). In someimplementations, eligibility component 116 may be configured todetermine whether particular players are eligible to receivedistribution gains by virtue of owning distribution rights for one ormore particular unique digital articles.

In some implementations, only a limited number of a particular type ofsubscriptions (say, to play-off games by Oakland Athletics in a specificseason) may be available, so not every unique digital article that couldpotentially be eligible for this specific subscription can actually beeligible at the same time. For example, assume only a particular type ofunique digital article could potentially be eligible for a particulartype of subscription. Assume there are 1000 of these unique digitalarticles in the hands of players, but only 10 available subscriptions ofthis particular type at any given time. Assuming the potential benefitis valuable, the value of a first unique digital article with such asubscription may be significantly higher than the value of a secondunique digital article without such a subscription, even if these uniquedigital articles are otherwise similar. In some implementations, asubscription may expire at some predetermined moment or after somepredetermined duration. Assuming the potential benefit is valuable, thevalue of a first unique digital article with an unexpired subscriptionfor the next 18 months may be significantly higher than the value of asecond unique digital article with an unexpired subscription for thenext 3 months, even if these unique digital articles and theirsubscriptions are otherwise similar except for expiration and/orduration. In some implementations, availability and/or status of asubscription for a particular unique digital article may be used tomodify the depiction of a player-controllable character associated withthe particular unique digital article in a view of interactive gameplay(e.g., the view may be depicting a topography of a simulated spaceincluded in an instance of a game). As such, the modification mayindicate and/or otherwise represent to players in the instance of thegame the current availability and/or status of this subscription (e.g.,whether the subscription is activated or deactivated, as well asparticulars regarding expiration and/or duration).

Performance component 118 may be configured to permit and/or performrequested in-game actions, e.g., to use particular unique digitalarticles. In some implementations, grants to use a particular uniquedigital article in accordance with a particular in-game actioninstruction may be granted based on one or more determinations byeligibility component 116. For example, grants may be granted forcertain requested in-game actions, but not for others. For example,particular requested in-game actions may be performed if requested by afirst player, but not a second player. In some implementations,performance component 118 may permit and/or perform some types ofrequests, but not other types of requests. In some implementations,grants and/or performance may be prevented for certain types ofrequests, unless the pertinent (required) combination of unique digitalarticles is currently recorded on a particular permanent registry asbeing owned by a particular player or account.

In some implementations, grants and/or performance by performancecomponent 118 may require not only a particular type of request, butadditionally may require the pertinent unique digital article (or otherdigital article that is not fungible) currently be recorded on aparticular permanent registry (or a particular type of permanentregistry). For example, a requirement for grants or performance mayinclude recordation on a private permissioned permanent registry. Insome implementations, actions by performance component 118 may beperformed responsive to particular actions or results from othercomponents of system 100, including but not limited to eligibilitycomponent 116 and/or registry-analysis component 120.

Registry-analysis component 120 may be configured to determine whetherone or more unique digital articles are recorded (on a particularpermanent registry) as being owned by a particular player and/oraccount. For example, registry-analysis component 120 may determinewhether a first unique digital article is currently recorded on aprivate permissioned permanent registry. In some implementations,registry-analysis component 120 may be configured to analyzerecordations and other transactions on one or more permanent registries,e.g., by retrieving recorded information from the one or more permanentregistries and analyzing whether any of the recorded transactionspertain to a particular unique digital article, or a set of uniquedigital articles. In some implementations, determinations byregistry-analysis component 120 may be performed responsive toparticular actions or results from other components of system 100,including but not limited to eligibility component 116. In someimplementations, registry-analysis component 120 may be configured todetermine whether rights pertaining to a particular unique digitalarticle has ever been recorded on a public permanent registry. Forexample, actions by other components of system 100, including but notlimited to distribution component 124, may be responsive todeterminations by registry-analysis component 120. In someimplementations, determinations by registry-analysis component 120 mayoccur in real-time or near-real-time as needed for a particular in-gameaction instruction or request. In some implementations, determinationsby registry-analysis component 120 may occur as needed when rightspertaining to (unique) digital articles is modified, and results of suchdeterminations are stored for later use by, e.g., online gaming platform105, e.g., to be used when responding to a future in-game actioninstruction and/or a future request.

Notification component 122 may be configured to notify players. Forexample, notification component 122 may notify players 123 in responseto events, distributions, in-game action instructions, consequences,modifications of sensitivities, and/or other activities in system 100.In some implementations, a player may be notified responsive to arequested in-game action (as requested through an in-game actioninstruction) not being permitted or not being performed (e.g., asdetermined by performance component 118). In some implementations,actions by notification component 122 may be performed responsive toparticular actions, results, determinations, evaluations, consequences,and/or decisions from other components of system 100, including but notlimited to eligibility component 116, performance component 118, and/orregistry-analysis component 120. For example, notification component 122may respond to a particular in-game action instruction (by a particularplayer, and pertaining to a particular unique digital article) with aparticular response such that, responsive to a particular determination,the particular response notifies the particular player accordingly.

Distribution component 124 may be configured to distribute and/orotherwise provide one or more of information, benefits, access toin-game content, access to game-specific communication channels,certificates, rewards, awards, prizes, distribution gains, and/orvirtual items to players 123. In some implementations, distributioncomponent 124 may be configured to effectuate consequences (e.g.,in-game consequences), including positive consequences and negativeconsequences for unique digital articles. For example, for a negativeconsequence, distribution component 124 may seize a stake, so aparticular player no longer controls or owns this stake.

Distributions by distribution component 124 may be adjusted, e.g., byadjustment component 126. In some implementations, distributions may bebased on operations by eligibility component 116. In someimplementations, distributions may be responsive to determinations byreward component 131. In some implementations, distributions may bebased on and/or responsive to actions by other components of system 100,including but not limited to registry server 111, a particular permanentregistry, and/or registry-analysis component 120. For example, onlinegaming platform 105 may determine a particular player is eligible toreceive one or more rewards or awards. Distribution component 124 maydistribute the one or more rewards or awards in accordance with thedetermined eligibility. For example, a reward may be a participationreward. For example, an award may be an attendance award. For example, acertificate may be a certificate of completion or accomplishment, whichmay be specific to actions within the instance of the game. For example,a prize may be for effort, time, and/or resources spent, specifically inthe instance of the game. For example, particular unique digitalarticles may be associated with distribution rights, and the particularplayer who owns those distribution rights may receive distribution gainsin accordance with those distribution rights. For example, distributiongains may result from a particular action or activity (such as, e.g., asale of a particular digital article), e.g., within the online gamingplatform 105, involving the particular digital article.

Adjustment component 126 may be configured to adjust and/or modifydistributions, including (planned or expected) distributions bydistribution component 124. In some implementations, adjustmentcomponent 126 may be configured to adjust and/or modify consequences,such as positive or negative consequences. In some implementations,adjustment component 126 may adjust and/or modify one or more benefits,certificates, rewards, awards, prizes, distribution gains, stakes,and/or virtual items that have been determined, e.g., by rewardcomponent 131 (also referred to as the determined distribution, theeligible distribution, or the determined consequence). Upon suchadjustment and/or modification, this determined distribution (oreligible distribution, or determined consequence) may be referred to asthe adjusted distribution or adjusted consequence. Distributioncomponent 124 may distribute the adjusted distribution. In someimplementations, distribution component 124 may effectuate the adjustedconsequence. In some implementations, adjustments and/or modificationsby adjustment component 126 may increase the value of one or moreelements of the eligible distribution or the determined consequence(this may provide a positive incentive to players). Alternatively,and/or simultaneously, adjustments and/or modifications by adjustmentcomponent 126 may decrease the value of one or more elements of theeligible distribution or the determined consequence (this may provide anegative incentive to players, or, e.g., a positive incentive whendecreasing the stake that is lost). In some implementations, actions byadjustment component 126 may be performed responsive to particularactions or results from other components of system 100, including butnot limited to eligibility component 116 and/or registry-analysiscomponent 120.

Registry component 128 may be configured to generate sets ofinstructions for registry servers 111 (e.g., registry server 111 a)and/or one or more permanent registries (e.g., blockchain 117 a). Insome implementations, registry component 128 may be configured totransfer the generated sets of instructions to registry servers 111and/or one or more permanent registries. In some implementations, one ormore of these instructions may instruct the formation of a smartcontract and/or the recording of the smart contract on the one or morepermanent registries (e.g., blockchain 117 a). In some implementations,one or more of these instructions may call and/or otherwise invoke amethod or function of a smart contract on the one or more permanentregistries (e.g., blockchain 117 a). In some implementations, theseinstructions may instruct registry servers 111 to record and/or modifyunique digital articles, transactions, and/or rights on one or morepermanent registries, or to analyze ownership as recorded on the one ormore permanent registries. In some implementations, these instructionsmay instruct registry servers 111 to record and/or modify sets of usageinformation (e.g., ownership rights) pertaining to unique digitalarticles. For example, registry component 128 may transfer a particularset of instructions that, upon execution by blockchain 117 a, issue anew unique digital article to a particular player or particular account(i.e., record the rights and/or other usage information pertaining tothe new unique digital article, including it being owned by theparticular player or the particular account). Individual unique digitalarticles may be associated with individual sets of usage information,including but not limited to ownership rights. For example, registrycomponent 128 may transfer a particular set of instructions that, uponexecution by blockchain 117 a and blockchain 117 b, remove a particularunique digital article from blockchain 117 a and add the particularunique digital article to blockchain 117 b. For example, registrycomponent 128 may transfer a particular set of instructions that, uponexecution by blockchain 117 a and blockchain 117 b, analyze whether aparticular player owns one or more particular unique digital articles.

Reward component 131 may be configured to determine eligibility forunique digital articles, other digital articles, accounts, and/orplayers 123 to receive one or more of information, benefits, access toin-game content, access to game-specific communication channels,certificates, rewards, awards, prizes, distribution gains, and/orvirtual items. In some implementations, these types of determinationsmay be based on and/or responsive to actions by other components ofsystem 100, including but not limited to registry-analysis component120. In some implementations, online gaming platform 105 may determine aparticular player is eligible to receive one or more rewards or awards.Distributions in accordance with the determined eligibility may be madeby distribution component 124. In some implementations, (one or moreelements of) such eligible distributions may be adjusted and/or modifiedby adjustment component 126 prior to being distributed.

Presentation component 133 may be configured to present interfaces(e.g., user interfaces 125) to players, e.g., through client computingplatforms 104 associated with the respective players. In someimplementations, presentation component 133 may be configured toeffectuate presentations of interfaces to players 123. In someimplementations, presentations by presentation component 133 may beperformed jointly (or at least in some cooperative manner) with one orboth of game component 108 and/or interaction component 110.Presentation component 133 may present offers (e.g., for exchanges withother players, or for exposure to consequences) to particular players.

Receipt component 136 may be configured to receive (sets of)instructions to add, modify, analyze, and/or remove recorded information(e.g., rights) in blockchain 117 a. For example, receipt component 136may receive one or more sets of instructions from registry component128, online gaming platform 105, and/or other components of system 100.Receipt component 136 may provide received sets of instructions torecord component 134 for execution. In some implementations, executionof individual ones of the instructions received may include invoking oneor more function calls of an Application Programming Interface (API)107. For example, API 107 may be configured to provide interactivecommunication between blockchain 117 a and other components of system100. For example, in some implementations, API 107 may support methodsor functions that are implemented as function calls to smart contractsstored on blockchain 117 a. For example, in some implementations, API107 may support methods or functions that analyze whether a particularplayer owns one or more particular unique digital articles, one or moreparticular types of unique digital articles, and/or a particularcollection of multiple unique digital articles. For example, in someimplementations, API 107 may support methods or functions that analyzethe status of a particular (type of) sensitivity for one or moreparticular unique digital articles. In some implementations, receiptcomponent 136 may be arranged, organized, and/or otherwise included inregistry server 111 and/or blockchain 117 a.

Transaction component 134 may be configured to record information,including but not limited to (ownership) rights pertaining to digitalarticles, e.g., on one or more permanent registries, such as blockchain117 a. In some implementations, transaction component 134 may recordinformation on electronic storage 130 b. In some implementations,transaction component 134 may record information on blockchain 117 a.The information may include ownership rights, distribution rights, otherrights, and/or other information. For example, particular recordedinformation may reflect rights pertaining to a particular digitalarticle by a particular player or group of players. For example, aparticular unique digital article may represent a three-dimensionalin-game player-controllable item or character that can interact withother virtual items within online gaming platform 105. Recordedinformation may be specific to a digital article (i.e.,article-specific). For example, distribution rights for a particulardigital article may designate rights to certain distributions ofbenefits upon a specifically defined in-game action (e.g., an exchangebetween players) involving the particular digital article.

In some implementations, transaction component 134 may be configured torecord information in blockchain 117 a. In some implementations,transaction component 134 may add, modify, analyze, and/or removerecorded information. For example, in accordance with receivedinstructions from receipt component 136, transaction component 134 maytransfer rights pertaining to a particular digital article from a firstowner to a second owner (e.g., from an original owner to a new owner, orfrom a loser of a challenge to a winner of the challenge) such that therecorded information on blockchain 117 a no longer reflect the rightspertaining to the particular digital article by the first player. Insome implementations, in accordance with received instructions,transaction component 134 may transfer rights pertaining to a particulardigital article temporarily, e.g., from a first owner to a temporarysecond owner such as a smart contract. In some case, a temporary ownermay be a holding account that is merely used until ownership istransferred to either the original owner or a new owner. As used herein,the term “temporary” (and derivatives thereof) refers to a transfer orto ownership that is either known to be changed and/or modified within apredetermined period, or expected to be changed and/or modified within apredetermined period. Conversely, a non-temporary transfer from a firstowner to a second owner (due to a particular exchange) can conceivablybe changed and/or reverted (back from the second owner to the firstowner) due to a separate and new exchange that is independent of thefirst particular exchange. In some implementations, in accordance withreceived instructions, transaction component 134 may transfer rightspertaining to a particular digital article non-temporarily from a firstowner to a second owner, e.g., when a particular exchange is notreversible or no longer reversible. In some implementations, transactioncomponent 134 may be arranged, organized, and/or otherwise included inblockchain 117 a.

In some implementations, transaction component 134 may be configured toobtain article-specific information (e.g., ownership rights,distribution rights, sensitivity information, and/or other information)for particular digital articles. In some implementations, transactioncomponent 134 may be configured to access blockchain 117 a to obtain thearticle-specific information (that are recorded on blockchain 117 a,e.g., in one or more smart contracts).

Input component 135 may be configured to receive user input fromadministrative users. For example, the user input may include entryand/or selection of particular information, unique digital articles,types of digital articles, virtual items, types of virtual items, and/orany entity or object that interacts with any part of system 100 and/orplays a part in the operation of system 100. For example, anadministrative user may select a particular set of unique digitalarticles (e.g., all “Camo Blankos” that have been issued) as the inputset of unique digital articles for other components of system 100, suchas eligibility component 116. Additionally, in some implementations, theadministrative user may select a particular adjustment to be enacted byadjustment component 126 (e.g., increase the value of one or moreelements of a benefit or distribution) for one or more types ofdeterminations by reward component 131 (e.g., an eligible distributionof a reward of 100 virtual coins for leveling up a unique digitalarticle in the selected set of unique digital articles). As anotherexample, the administrative user may select a different set of uniquedigital articles (e.g., all “Boss Dino Blankos” that have been issued)as the input set of unique digital articles for other components ofsystem 100. Additionally, the administrative user may select aparticular adjustment to be enacted by adjustment component 126 (e.g.,decrease the value of one or more elements of the eligible distribution,or decreases the stake for a determined consequence) for one or moretypes of determinations by reward component 131 (e.g., an eligibledistribution may be receiving the distribution gains based on particularin-game actions for unique digital articles in the selected set ofunique digital articles).

Communication component 137 may be configured to facilitatecommunication and/or interaction between administration server 115 andthe rest of system 100. For example, communication component 137 maycommunicate user input received from administrative users by inputcomponent 135 to other components of system 100, particularly onlinegaming platform 105.

Transformation component 139 may be configured to determine information.In some implementations, transformation component 139 may determinereal-world information based on events that have occurred in the realworld (e.g., based on event information regarding the events that areoccurring and/or have occurred in the real world). In someimplementations, real-world information (and/or the events they arebased on) may be deterministic. In some implementations, real-worldinformation (and/or the events they are based on) may be quantifiable.In some implementations, real-world information (and/or the events theyare based on) may be measurable. In some implementations, transformationcomponent 139 may be configured to receive the event informationregarding the events that are occurring and/or have occurred in the realworld, and the determined information may be based on this receivedevent-information. Transformation component 139 may transforminformation about the real world into real-world information for use byother components of system 100. In some implementations, transformationcomponent 139 may be part of real-world information server 119.

Transfer component 141 may be configured to transfer information toother components of system 100, including but not limited to registryserver 111 and/or a permanent registry. The transferred information maybe determined by another component of system 100, including but notlimited to transformation component 139. In some implementations,transfer component 141 may be part of real-world information server 119.

FIG. 3A illustrates an example implementation of a user interface 300 aas may be used by system 100, in accordance with one or moreimplementations. User interface 300 a may enable a particular player(say, “Alice”, not depicted) to view and/or use an account inventoryand/or one or more unique digital articles controlled by the particularplayer. User interface 300 a may include a section or field for accountinventory 31, and/or other graphical player interface elements. Asdepicted, account inventory 31 may include a list of different virtualitems and/or articles currently controlled by Alice, including virtualitems 1-2-3-4-5. Account inventory 31 further depicts item informationregarding these virtual items, as indicated by item information1-2-3-4-5, which correspond to virtual items 1-2-3-4-5, respectively.Account inventory 31 as depicted may further include graphical userinterface elements such as, by way of non-limiting example, an actionbutton 32 (which initiates an in-game action instruction). Uponengagement by Alice, in-game action instruction button 32 may request“virtual item 1” to be used for a particular request (e.g., through atext field or a dropdown menu, as indicated by a triangle in a box). Forexample, Alice may request to activate (or turn on the sensitivity of)unique digital article 15 a for particular consequences, and uniquedigital article 15 a may be associated with a player-controllablein-game character that is also depicted in user interface 300 a. Userinterface 300 a as depicted may further include graphical user interfaceelements such as, by way of non-limiting example, a notification element33 a. Alice may have subscribed and/or otherwise activated thesensitivity of unique digital article 15 a for the results of one ormore games by “Town City Sports Ballers”, a dynasty in sportsball, andeasily recognized by the round logo on the body of unique digitalarticle 15 a. Upon a win by this team, a benefit may be provided toAlice, as indicated by notification 33 a, labeled “This character is nowsubscribed to this season's games by Town City Sports Ballers. You willearn 50 sportsballcoins per win, and lose 40 per loss.” Upon a losinggame, Alice loses a stake of 40 sportsballcoins. Note that if Alicedeactivated the subscription, unique digital article 15 a would notreceive a benefit for a future game, nor lose a stake.

FIG. 3B illustrates an example implementation of a user interface 300 bas may be used by system 100, in accordance with one or moreimplementations. User interface 300 b may enable a particular player(say, “Alice”, not depicted) to view and/or use an account inventoryand/or one or more unique digital articles controlled by the particularplayer. User interface 300 b may include a section or field for accountinventory 31, and/or other graphical player interface elements. Asdepicted, account inventory 31 may include a list of different virtualitems and/or articles currently controlled by Alice, including virtualitems 1-2-3-4-5. Account inventory 31 further depicts item informationregarding these virtual items, as indicated by item information1-2-3-4-5, which correspond to virtual items 1-2-3-4-5, respectively.Account inventory 31 as depicted may further include graphical userinterface elements such as, by way of non-limiting example, an actionbutton 32 (which initiates an in-game action instruction). Uponengagement by Alice, in-game action instruction button 32 may request“virtual item 1” to be used for a particular request (e.g., through atext field or a dropdown menu, as indicated by a triangle in a box). Forexample, Alice may request to display in-game information about uniquedigital article 15 a, and unique digital article 15 a may be associatedwith a player-controllable in-game character that is also depicted inuser interface 300 b. User interface 300 b as depicted may furtherinclude graphical user interface elements such as, by way ofnon-limiting example, a notification element 33 b. Alice may havesubscribed and/or otherwise activated sensitivity of unique digitalarticle 15 a for the results of this season's games by “Town City SportsBailers”, as described in regard to FIG. 3A. Upon a win by this team, abenefit may be provided to Alice, as indicated by notification 33 b,labeled “Yay! We won again! You receive another 50 sportsballcoins.”Note that if Alice changed the subscription, unique digital article 15 amight not receive a benefit for a future game, depending on the result.Note that if Alice deactivated sensitivity for unique digital article 15a, no benefits would be received, nor stakes lost, regardless of theresults of the games.

FIG. 3C illustrates an example implementation of a user interface 300 cas may be used by system 100, in accordance with one or moreimplementations. User interface 300 c may enable a particular player(say, “Bob”, not depicted) to view and/or use an account inventoryand/or one or more unique digital articles controlled by the particularplayer. User interface 300 c may include a section or field for accountinventory 31 c, and/or other graphical user interface elements. Asdepicted, account inventory 31 c may include a list of different virtualitems and/or articles currently controlled by Bob, including virtualitems 1-2-3-4-5. Account inventory 31 c further depicts item informationregarding these virtual items, as indicated by item information1-2-3-4-5, which correspond to virtual items 1-2-3-4-5, respectively.Account inventory 31 c as depicted may further include graphical userinterface elements such as, by way of non-limiting example, an actionbutton 32 (which initiates an in-game action instruction). Uponengagement by Bob, in-game action instruction button 32 may request“virtual item 1” to be used for a particular request (e.g., through atext field or a dropdown menu, as indicated by a triangle in a box). Forexample, Bob may request to display in-game information about uniquedigital article 15 b, and unique digital article 15 b may be associatedwith a player-controllable in-game character that is also depicted inuser interface 300 c. User interface 300 c as depicted may furtherinclude graphical user interface elements such as, by way ofnon-limiting example, a notification element 33 c. Bob may havesubscribed and/or otherwise activated sensitivity of unique digitalarticle 15 b for this season's results of the games by “CitytownBallsporters” (the perennial rival of “Town City Sports Bailers”) whoare easily recognized by the square logo on the body of unique digitalarticle 15 b. Upon a loss by this team, Bob loses his stake as aconsequence, as indicated by notification 33 c, labeled “Boo! Anotherloss! You lose your stake of 30 sportsballcoins.” Note that if Bobchanged the subscription, unique digital article 15 b might receive abenefit for a future game once it is won. Note that if Bob deactivatedsensitivity for unique digital article 15 b, he would lose no stakesregardless of how many games were lost.

FIG. 5A illustrate exemplary blockchain 117 c as may be used by system100, in accordance with one or more implementations. FIG. 5A illustratesa blockchain 117 c that includes a block 0, a block 1, and a block 2. Astime progresses, more blocks may be added to blockchain 117 c. Theblocks within blockchain 117 c are ordered. In block 0, one article(indicated by a capital “A”) is generated and/or assigned to player “n”(U n). A second digital article, a smart contract 15 x is assigned toplayer “a” (U a), and a third digital article, a smart contract 16 x, isassigned to player “a” (U a), which may be an administrative user. Forexample, smart contract 15 x and smart contract 16 x may be or includetemplates for issuing particular types of unique digital articles. Smartcontract 15 x and smart contract 16 x may have been posted to blockchain117 c by a component similar to record component 134.

For example, the articles in block 0 may include individual ownershiprights recorded for particular digital articles within an online gamingplatform, similar to or the same as online game platform 105. Block 1 isconnected to block 0 (as indicated by a link 50 a), for example byincluding an address of block 1 in block 0, or vice versa. Likewise,block 1 is connected to block 2, as indicated by a link 50 b. In block1, a transaction to smart contract 15 x (indicated by “Ax”) is recorded.Transaction Ax to smart contract 15 x may issue a unique digital articleto player “p”, the unique digital article being defined by metadata 52.Here, metadata 52 is correlated to a player-controllable character named“Dino Boss Blanko”, having identifier “#001”, as depicted by a linkedimage of unique digital article 15, as well as including various otherfields of information, including a digital signature that serves as acertificate of authenticity, and sensitivity information for particulardistributions of benefits or stakes, corresponding to positive andnegative consequences, respectively. Here, the sensitivity is turned ON,and subscribed/sensitive to games by Oakland Athletics. In block 1,another transactions from player “n” to player “j”, and from player “j”to player “k” are also recorded. In block 2, several transactions may berecorded: a transaction from player “j” to player “n”, and a transactionto smart contract 16 x (indicated by “A_(y)”) is recorded. TransactionA_(y) to smart contract 16 x may issue a unique digital article toplayer “p”, the unique digital article being defined by metadata 54(here, correlated to a player-controllable character named “DazzleBlanko”, having identifier “#010”, as depicted by a linked image ofunique digital article 16, as well as including various other fields ofinformation, with sensitivity turned OFF). In block 2, anothertransaction is recorded, from player “j” to player “n”.

By way of non-limiting example, FIG. 5B illustrates a blockchain 117 dthat includes several blocks (block 3, block 4, block 5), that have beenappended to blockchain 117 c. Block 3 may be connected to block 2 (asindicated by link 50 c), block 4 may be connected to block 3 (asindicated by a link 50 d), and block 5 may be connected to block 4 (asindicated by a link 50 e). In block 3, another transaction may berecorded that modifies the rights pertaining to the unique digitalarticle (indicated by “Ax” and defined by metadata 52) to player “q”,such that player “p” no longer owns this “Dino Boss Blanko”. Block 4includes a transaction (indicated by a capital “T”) from player “k” toplayer “n”. For example, the transaction may represent a purchase of afirst virtual item by player “n” from seller player “k”. Additionally,block 4 includes a transaction to smart contract 15 x. For example, thistransaction may represent real-world information (or the results of oneor more evaluations based on real-world events, such as in this examplea win by the Oakland Athletics) being transferred to smart contract 15x. Block 5 includes a transaction from smart contract 15 x to player“q”, which may represent the distribution of a benefit to this user dueto owning a “Dino Boss Blanko” with sensitivity turned ON, based onreal-world information. If this game had been lost, player “q” wouldhave lost the stake as defined in the corresponding sensitivityinformation. Player “p” still owns a “Dazzle Blanko”, but itssensitivity is turned OFF, so there is no related distribution orloss/seizure of stake.

By way of non-limiting example, FIG. 4 depicts a view 400 of interactivegameplay by a particular player (say, “Alice”, not depicted), usingunique digital article 15 a (depicted as a particular in-gameplayer-controllable character). Other players may be active and presentin view 400 (depicting a topography of a simulated space included in theinstance of a game), for example a first player-controllable character61 (standing below a cloud 61 a), a second player-controllable character62 (standing near an in-game structure 62 a that looks like a house),and unique digital article 15 b. Assume that both unique digital article15 a and unique digital article 15 b were at one point sensitive toconsequences (including distributions of benefits or seizure of stakes),based on real-world results of Oakland Athletics games. Assume Alicedeactivated sensitivity for unique digital article 15 a. As the resultsof a pertinent game are received, transformed, and/or transferred by oneor more real-world information servers 119 (not depicted), andsubsequently evaluated for consequences by one or more smart contracts,a component of system 100 may either distribute individual benefits tosome individual unique digital articles or seize stakes as appropriate,and notify Alice as indicated by a notification 601 a, labeled “A's win!You could have received 3 gold stars!”.

Referring to FIG. 1 , user interfaces 125 may be configured tofacilitate interaction between players 123 and system 100 and/or betweenplayers 123 and client computing platforms 104. For example, userinterfaces 125 may provide an interface through which players 123 mayprovide information to and/or receive information from system 100. Insome implementations, user interface 125 may include one or more of adisplay screen, touchscreen, monitor, a keyboard, buttons, switches,knobs, levers, mouse, microphones, sensors to capture voice commands,sensors to capture body movement, sensors to capture hand and/or fingergestures, and/or other player interface devices configured to receiveand/or convey player input. In some implementations, one or more userinterfaces 125 may be included in one or more client computing platforms104. In some implementations, one or more user interfaces 125 may beincluded in system 100. In some implementations, user interface 125 maybe a type of interface that facilitates the exchange of virtual itemsbetween players.

Referring to FIG. 1 , in some implementations, online gaming platforms105, server(s) 102, client computing platform(s) 104, administrationservers 115, registry servers 111, real-world information servers 119,and/or external resources 138 may be operatively linked via one or moreelectronic communication links. For example, such electroniccommunication links may be established, at least in part, via one ormore networks 13 such as the Internet and/or other networks. It will beappreciated that this is not intended to be limiting, and that the scopeof this disclosure includes implementations in which online gamingplatforms 105, server(s) 102, client computing platform(s) 104,administration servers 115, registry servers 111, and/or externalresources 138 may be operatively linked via some other communicationmedia.

A given client computing platform 104 may include one or more processorsconfigured to execute computer program components. The computer programcomponents may be configured to enable an expert or player associatedwith the given client computing platform 104 to interface with system100 and/or external resources 138, and/or provide other functionalityattributed herein to client computing platform(s) 104. By way ofnon-limiting example, the given client computing platform 104 mayinclude one or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a gamingconsole, and/or other computing platforms.

Administration server(s) 115 may include one or more of servers 102 a,processors 132 a, machine-readable instructions 106 a, electronicstorage 130 a, and/or other components. Server(s) 102 a may beconfigured by machine-readable instructions 106 a. Machine-readableinstructions 106 a may include one or more instruction components. Theinstruction components may include one or more of input component 135,communication component 137, and/or other instruction components.Administration server 115 may include communication lines, or ports toenable the exchange of information with a network and/or other computingplatforms. In some implementations, administration servers 115 may beused by one or more administrative users, e.g., to configure and/orcontrol operation of system 100. In some implementations, administrativeservers 115 may include or player one or more player interfaces toreceive player input and/or otherwise interact with one or moreadministrative users.

External resources 138 may include sources of information outside ofsystem 100, external entities participating with system 100, externalproviders of computation and/or storage services, and/or otherresources. In some implementations, some or all of the functionalityattributed herein to external resources 138 may be provided by resourcesincluded in system 100. In some implementations, one or more externalresources 138 may provide information (e.g., event information regardingevents that are occurring and/or have occurred in the real world) totransformation component 139, real-world information server 119, and/orother components of system 100. In some implementations, externalresources 138 may include one or more real-world information servers orblockchain oracles.

Server(s) 102 may include communication lines, or ports to enable theexchange of information with a network and/or other computing platforms.Illustration of server(s) 102 in FIG. 1 is not intended to be limiting.Server(s) 102 may include a plurality of hardware, software, and/orfirmware components operating together to provide the functionalityattributed herein to server(s) 102. For example, server(s) 102 may beimplemented by a cloud of computing platforms operating together asserver(s) 102.

Electronic storage 130 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 130 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server(s)102 and/or removable storage that is removably connectable to server(s)102 via, for example, a port (e.g., a USB port, a firewire port, etc.)or a drive (e.g., a disk drive, etc.). Electronic storage 130 mayinclude one or more of optically readable storage media (e.g., opticaldisks, etc.), magnetically readable storage media (e.g., magnetic tape,magnetic hard drive, floppy drive, etc.), electrical charge-basedstorage media (e.g., EEPROM, RAM, etc.), solid-state storage media(e.g., flash drive, etc.), and/or other electronically readable storagemedia. Electronic storage 130 may include one or more virtual storageresources (e.g., cloud storage, a virtual private network, and/or othervirtual storage resources). Electronic storage 130 may store softwarealgorithms, information determined by processor(s) 132, informationreceived from server(s) 102, information received from client computingplatform(s) 104, and/or other information that enables server(s) 102 tofunction as described herein.

Processor(s) 132 may be configured to provide information processingcapabilities in server(s) 102. As such, processor(s) 132 may include oneor more of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor(s) 132 is shown in FIG. 1 asa single entity, this is for illustrative purposes only. In someimplementations, processor(s) 132 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor(s) 132 may represent processing functionality of aplurality of devices operating in coordination. Processor(s) 132 may beconfigured to execute components 108, 110, 112, 114, 116, 118, 120, 122,124, 126, 128, 131, 133, 134, 135, 136, 137, 139, and/or 141, and/orother components. Processor(s) 132 may be configured to executecomponents 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 131,133, 134, 135, 136, 137, 139, and/or 141, and/or other components bysoftware; hardware; firmware; some combination of software, hardware,and/or firmware; and/or other mechanisms for configuring processingcapabilities on processor(s) 132. As used herein, the term “component”may refer to any component or set of components that perform thefunctionality attributed to the component. This may include one or morephysical processors during execution of processor readable instructions,the processor readable instructions, circuitry, hardware, storage media,or any other components.

It should be appreciated that although components 108, 110, 112, 114,116, 118, 120, 122, 124, 126, 128, 131, 133, 134, 135, 136, 137, 139,and/or 141 are illustrated in FIG. 1 as being implemented within asingle processing unit, in implementations in which processor(s) 132includes multiple processing units, one or more of components 108, 110,112, 114, 116, 118, 120, 122, 124, 126, 128, 131, 133, 134, 135, 136,137, 139, and/or 141 may be implemented remotely from the othercomponents. The description of the functionality provided by thedifferent components 108, 110, 112, 114, 116, 118, 120, 122, 124, 126,128, 131, 133, 134, 135, 136, 137, 139, and/or 141 described below isfor illustrative purposes only, and is not intended to be limiting, asany of components 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128,131, 133, 134, 135, 136, 137, 139, and/or 141 may provide more or lessfunctionality than is described. For example, one or more of components108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 131, 133, 134,135, 136, 137, 139, and/or 141 may be eliminated, and some or all of itsfunctionality may be provided by other ones of components 108, 110, 112,114, 116, 118, 120, 122, 124, 126, 128, 131, 133, 134, 135, 136, 137,139, and/or 141. As another example, processor(s) 132 may be configuredto execute one or more additional components that may perform some orall of the functionality attributed below to one of components 108, 110,112, 114, 116, 118, 120, 122, 124, 126, 128, 131, 133, 134, 135, 136,137, 139, and/or 141.

FIG. 2 illustrates a method 200 of providing in-game consequences forunique digital articles, the in-game consequences being based onreal-world information, in accordance with one or more implementations.The operations of method 200 presented below are intended to beillustrative. In some implementations, method 200 may be accomplishedwith one or more additional operations not described, and/or without oneor more of the operations discussed. Additionally, the order in whichthe operations of method 200 are illustrated in FIG. 2 and describedbelow is not intended to be limiting.

In some implementations, method 200 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 200 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 200.

At an operation 202, an instance of a game is executed within the onlinegaming platform to facilitate presentation of the game to players, andin-game actions are implemented in the instance of the game in responseto in-game action instructions for the in-game actions by the players.Presentation of the game is based on views of the game that aredetermined during execution of the instance of the game. The playersinclude a first player and a second player. In some embodiments,operation 202 is performed by a game component and/or an interactioncomponent the same as or similar to game component 108 and/orinteraction component 110 (shown in FIG. 1 and described herein).

At an operation 204, player accounts associated with the players aremanaged. The player accounts include a first player account associatedwith the first player and a second player account associated with thesecond player. The first player account includes a first accountinventory of a first set of virtual items. The second player accountincludes a second account inventory of a second set of virtual items.The first player controls the first set of virtual items in the firstaccount inventory. The second player controls the second set of virtualitems in the second account inventory. The first account inventoryincludes a first unique digital article that is associated with a firstin-game player-controllable character configured to be used in theinstance of the game. The second account inventory includes a secondunique digital article that is associated with a second in-gameplayer-controllable character configured to be used in the instance ofthe game. In some embodiments, operation 204 is performed by an accountcomponent the same as or similar to account component 112 (shown in FIG.1 and described herein).

At an operation 206, sets of instructions are generated and transferredto record and/or modify a first set of usage information pertaining tothe first unique digital article and a second set of usage informationpertaining to the second unique digital article. In some embodiments,operation 206 is performed by a registry component the same as orsimilar to registry component 128 (shown in FIG. 1 and describedherein).

At an operation 208, a first and a second set of instructions arereceived and executed. The first set of instructions is to record, on apermanent registry implemented by a registry server, the first set ofusage information. The first set of usage information controls usage bythe first player of the first unique digital article. The second set ofinstructions is to record, on the permanent registry, the second set ofusage information. The second set of usage information controls usage bythe second player of the second unique digital article. The first set ofusage information controls a first player-configurable sensitivity ofthe first unique digital article to be exposed to a first set of one ormore in-game consequences. The first set of one or more in-gameconsequences includes (i) receiving a first distribution of a firstbenefit, and (ii) losing a first stake. The second set of usageinformation controls a second player-configurable sensitivity of thesecond unique digital article to be exposed to a second set of one ormore in-game consequences. The second set of one or more in-gameconsequences includes (i) receiving a second distribution of a secondbenefit, and (ii) losing a second stake. In some embodiments, operation208 is performed by a receipt component and/or a transaction componentthe same as or similar to receipt component 136 and/or transactioncomponent 134 (shown in FIG. 1 and described herein).

At an operation 210, executable code is recorded, on the permanentregistry. The executable code is configured to (i) receive real-worldinformation from a real-world information server, and (ii) perform oneor more evaluations of the in-game consequences based on the receivedreal-world information. The one or more evaluations are based on thereceived real-world information and on the first player-configurablesensitivity and the second player-configurable sensitivity. The in-gameconsequences include the first set and the second set of one or morein-game consequences. In some embodiments, operation 210 is performed bya recording component and/or a registry component the same as or similarto recording component 114 and/or registry component 128 (shown in FIG.1 and described herein).

At an operation 212, the real-world information is determined based onevents that have occurred in the real world, external to the real-worldinformation server and the system. In some embodiments, operation 212 isperformed by a transformation component the same as or similar totransformation component 139 (shown in FIG. 1 and described herein).

At an operation 214, the real-world information is transferred to atleast one of the registry server and the permanent registry. In someembodiments, operation 214 is performed by a transfer component the sameas or similar to transfer component 141 (shown in FIG. 1 and describedherein).

At an operation 216, execution is effectuated of the executable code toperform the one or more evaluations. In some embodiments, operation 216is performed by a transaction component the same as or similar totransaction component 134 (shown in FIG. 1 and described herein).

At an operation 218, based on the first set of in-game consequences asevaluated, either the first distribution of the first benefit isprovided to the first unique digital article or the first stake isseized. In some embodiments, operation 218 is performed by adistribution component and/or a transaction component the same as orsimilar to distribution component 124 and/or transaction component 134(shown in FIG. 1 and described herein).

At an operation 220, based on the second set of in-game consequences asevaluated, either the second distribution of the second benefit isprovided to the second unique digital article or the second stake isseized. In some embodiments, operation 220 is performed by adistribution component and/or a transaction component the same as orsimilar to distribution component 124 and/or transaction component 134(shown in FIG. 1 and described herein).

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. It is to beunderstood that the present technology contemplates that, to the extentpossible, one or more features of any implementation can be combinedwith features of any other implementation.

What is claimed is:
 1. A system configured to provide in-gameconsequences for unique digital articles, the in-game consequences beingbased on real-world information, the system comprising: an online gamingplatform including one or more hardware processors configured bymachine-readable instructions to: execute, within the online gamingplatform, an instance of a game to facilitate presentation of the gameto players, and implement in-game actions in the instance of the game inresponse to in-game action instructions for the in-game actions by theplayers, wherein the players include a first player; and manage playeraccounts associated with the players, wherein the player accountsinclude a first player account associated with the first player, whereinthe first player account includes a first unique digital article; recorda first set of usage information pertaining to the first unique digitalarticle, wherein the first set of usage information controls whether afirst player-configurable sensitivity of the first unique digitalarticle is activated or deactivated regarding one or more in-gameconsequences that are based on one or more real-world results of one ormore real-world competitions in the real world wherein the one or morein-game consequences includes (i) receiving a first distribution of afirst benefit and (ii) losing a first stake; and record, on a permanentregistry, executable code configured to: (i) obtain real-worldinformation from a real-world information server regarding the one ormore real-world results of the one or more real-world competitions, and(ii) perform one or more evaluations of the one or more in-gameconsequences based on the obtained real-world information, wherein theone or more evaluations are further based on whether the firstplayer-configurable sensitivity is activated, and wherein no in-gameconsequences are performed responsive to the first player-configurablesensitivity being deactivated; responsive to the firstplayer-configurable sensitivity being activated, and based on the one ormore evaluations of the one or more in-game consequences, either providethe first distribution of the first benefit to the first unique digitalarticle or seize the first stake; and responsive to the firstplayer-configurable sensitivity being deactivated, and regardless of theone or more evaluations of the one or more of in-game consequences,neither provide the first distribution of the first benefit to the firstunique digital article nor seize the first stake.
 2. The system of claim1, wherein the first set of usage information is recorded on thepermanent registry.
 3. The system of claim 1, wherein the firstplayer-configurable sensitivity being activated or being deactivated aremutually exclusive.
 4. The system of claim 1, wherein the one or morereal-world competitions in the real world pertain to a particularprofessional sports team.
 5. The system of claim 1, whereinmodifications to the first player-configurable sensitivity of the firstunique digital article are recorded on the permanent registry, andwherein the one or more evaluations are further based on whether thefirst player-configurable sensitivity is recorded as activated ordeactivated.
 6. The system of claim 1, wherein the one or more hardwareprocessors included in the online gaming platform are configured toprovide the first distribution of the first benefit to the first uniquedigital article.
 7. The system of claim 1, wherein the first set ofusage information is specific to the first unique digital article,wherein the first set of usage information include ownership rights thatspecify which player owns the first unique digital article, and whereinthe unique digital articles are tradeable between different users on thepermanent registry.
 8. The system of claim 1, wherein, by virtue ofownership of the first unique digital article, a first in-gameplayer-controllable character is configured to be controlled by thefirst player in the instance of the game.
 9. The system of claim 1,wherein at least one of the one or more evaluations is specific to thefirst unique digital article.
 10. The system of claim 1, wherein thefirst unique digital article is subscribed to the real-world informationpertaining to a particular category of competitions in the real world,and wherein transferring the real-world information to at least one of aregistry server and the permanent registry includes publishing thereal-world information to one or more subscribed unique digitalarticles.
 11. The system of claim 10, wherein the first unique digitalarticle is part of a limited set of unique digital articles subscribedto the real-world information pertaining to the particular professionalsports team.
 12. A method of providing in-game consequences for uniquedigital articles, the in-game consequences being based on real-worldinformation, the method comprising: executing, within an online gamingplatform, an instance of a game to facilitate presentation of the gameto players, and implementing in-game actions in the instance of the gamein response to in-game action instructions for the in-game actions bythe players, wherein the players include a first player; managing playeraccounts associated with the players, wherein the player accountsinclude a first player account associated with the first player, whereinthe first player account includes a first unique digital article;recording a first set of usage information pertaining to the firstunique digital article, wherein the first set of usage informationcontrols whether a first player-configurable sensitivity of the firstunique digital article is activated or deactivated regarding a one ormore in-game consequences that are based on one or more real-worldresults of one or more real-world competitions in the real world,wherein the one or more in-game consequences includes (i) receiving afirst distribution of a first benefit and (ii) losing a first stake;recording, on a permanent registry, executable code configured to (i)obtain real-world information from a real-world information serverregarding the one or more real-world results of the one or morereal-world competitions, and (ii) perform one or more evaluations of theone or more in-game consequences based on the obtained real-worldinformation, wherein the one or more evaluations are further based onwhether the first player-configurable sensitivity is activated, andwherein no in-game consequences are performed responsive to the firstplayer-configurable sensitivity being deactivated; responsive to thefirst player-configurable sensitivity being activated, and based on theone or more evaluations of the one or more in-game consequences, eitherproviding the first distribution of the first benefit to the firstunique digital article or seizing the first stake; and responsive to thefirst player-configurable sensitivity being deactivated, and regardlessof the one or more evaluations of the one or more in-game consequences,neither providing the first distribution of the first benefit to thefirst unique digital article nor seizing the first stake.
 13. The methodof claim 12, wherein the first set of usage information is recorded onthe permanent registry.
 14. The method of claim 12, wherein the firstplayer-configurable sensitivity being activated or being deactivated aremutually exclusive.
 15. The method of claim 12, wherein the real-worldcompetitions in the real world pertain to a particular professionalsports team.
 16. The method of claim 12, wherein modifications to thefirst player-configurable sensitivity of the first unique digitalarticle are recorded on the permanent registry, and wherein the one ormore evaluations are further based on whether the firstplayer-configurable sensitivity is recorded as activated or deactivated.17. The method of claim 12, wherein the first distribution of the firstbenefit is provided to the first unique digital article.
 18. The methodof claim 12, wherein the first set of usage information is specific tothe first unique digital article, wherein the first set of usageinformation include ownership rights that specify which player owns thefirst unique digital article, and wherein the unique digital articlesare tradeable between different users on the permanent registry.
 19. Themethod of claim 12, wherein, by virtue of ownership of the first uniquedigital article, the first in-game player-controllable character iscontrolled by the first player in the instance of the game.
 20. Themethod of claim 12, wherein the first unique digital article issubscribed to the real-world information pertaining to a particularcategory of competitions in the real world, and wherein transferring thereal-world information to at least one of a registry server and thepermanent registry includes publishing the real-world information to oneor more subscribed unique digital articles.